On this page
  1. How it plays
  2. Development
  3. Across the series
  4. Footnotes
  5. Related
  6. Mechanics
  7. References
  8. Sources

Final Fantasy IV is a role-playing game by Square, released for the Super Famicom in Japan on 19 July 19911. It is the fourth game of the Final Fantasy series, and Famitsu calls it the one that moved the series to the Super Famicom and the first game Square released for that console2. Cecil, a dark knight of the kingdom of Baron, is caught up in the struggle over the crystals and sets out with companions to protect the world3. Time keeps flowing in its battles, so a player who hesitates is attacked regardless4. Nintendo says this system, Active Time Battle, was first used in this game and became a standard of later Final Fantasy games4. Famitsu calls it the game’s distinctive feature at a time when RPG battles were generally turn-based5. The game came to North America as Final Fantasy II, which Nintendo’s list of Super NES games dates to November 19916,7.

Hironobu Sakaguchi said he was responsible for the series’ story and events up to Final Fantasy VI8. Takashi Tokita, the game’s planner, said in an English translation of a 2007 Famitsu interview that he wrote all its scenarios and created all its events himself9. Two accounts credit the planner Hiroyuki Ito with the idea of Active Time Battle. Tokita said Ito thought of it watching a Formula One race10, and Sakaguchi said the programmer Kiyoshi Yoshii refined it11. Square’s United States patent on “active time battle” names Sakaguchi and Ito (as Itou) as its inventors12. Tokita said, in an English translation of a 2007 Famitsu interview, that the Super Famicom let Yoshitaka Amano realize his world, so Amano put great effort into the Final Fantasy IV characters13. Nobuo Uematsu wrote, in Rebecca Capowski’s English translation, that its music was trial and error from start to finish14.

A fan-compiled list of Famicom Tsushin’s cross reviews gives scores of 9, 9, 10, and 8 out of 10, though its row repeats Final Fantasy III’s scores exactly and the magazine’s page is unread15. In 1994 Square’s publicity manager, Yusuke Hirata, put its sales at about 1.5 million, and the Super NES Final Fantasy II’s at about 300,00016. Square Enix counted 2.16 million (all versions)17 copies shipped by March 2003 across the original and its re-releases17. Famitsu recalls it as hard enough that Final Fantasy IV Easy Type, with the difficulty lowered, came out on 29 October 199118. Tokita said the North American version was made “a little bit easier”19. Famitsu remembers the story for its complex human relationships, love and hatred among them20.

#How it plays

The opening shows Cecil, commander of Baron’s airship fleet, the Red Wings, taking a crystal from the town of Mysidia on the king’s order, without knowing why. The king then sends him with his friend Kain, a dragoon, to carry a Bomb Ring to the summoner of Mist. Later in the game Cecil becomes a Paladin21. Each character has a fixed job, which Square Enix says gave the story more depth22. Members join and leave the party one after another, from children to the elderly20. The journey runs through six countries before another world opens up3, and chocobos, airships, and a hovercraft carry the party over land and sky23. Two players can share a battle, each with a controller and some of the characters, so that one attacks while the other heals24.

#Active Time Battle

Each fighter, party member or monster, waits on its own clock between turns, and the quicker it is, the shorter the wait: a character with twice the agility waits half as long25. The clocks keep running while the player picks a command, unless a wait setting holds them, and the battle speed option sets how fast they run26.1 Some enemies change as time passes4. The Demon Wall closes in on the party and at last uses the instant-death Crush Down5.

#Attacks

A stronger, quicker fighter swings more times in one attack, and the target’s agility, level, and shield give it blocks; each block cancels one hit27,28. The hits that land all deal the same damage, rolled once: the attack plus up to half again, less the target’s defense29. Each character has a critical rate and bonus of their own; fighting with two weapons doubles the rate, and a bow triples it30. An element deals four times the damage to a target with a severe weakness to it, double to one with an ordinary weakness, half to one that resists it, and nothing to one immune31. In a battle that allows running, holding L and R gets the party away with no chance of failing as soon as a member’s turn comes up. Only against monsters of level 97 to 99 does the party have to keep holding for a while32.2 On the world map, how often battles come depends on the region33.3

#Development

Sakaguchi said the move to the Super Famicom called for something special in the battle system, and thought it was Ito who came up with Active Time Battle. The prototype wasn’t fun when tested, he said, and Yoshii worked on it until it was in good shape11. Tokita said Ito saw Formula One cars overtaking one another, which gave the idea of characters whose speed differs by type. He said it also let the team build enemies like those of shooting and action games, which change shape or fight as a wall closes in10. Square filed its United States patent in March 1992, and Google Patents gives a Japanese priority date of 16 July 199112.

Tokita said that by sparing players the old confusion about where to go next, the team raised the story’s impact. He said Active Time Battle helped make up for having less room to customize characters34. In the 2007 interview he said only a quarter of the scenarios written made it into the Super Famicom game9. Sakaguchi said the team wanted a weightier story, beginning with a dark knight, and that Tokita staged it8. Yoshinori Kitase, then working on Final Fantasy Adventure beside it, recalled that the Final Fantasy IV team had 40 people to his 735.

Uematsu’s liner notes for the soundtrack, dated 13 April 1991, say in Capowski’s English translation that the new hardware made the music a series of trials and errors. The staff practically lived at the company in sleeping bags, he wrote, and he hadn’t had a full day off since February 199014.

#Across the series

In an English translation of a 2007 Famitsu interview, Tokita called the game a compilation of the best of the first three: its characters drawn with Final Fantasy III’s jobs, its story from Final Fantasy II, and its Four Fiends the counterpart of Final Fantasy’s four Chaos36. Final Fantasy III puts the party and monsters in a random order each round37. Here each fighter’s own clock decides when it acts25. The hit rolls, the single damage roll, and the critical bonus are Final Fantasy III’s38. Elements gain a fourfold weakness and immunity39.

Tokita said he spent about three weeks in Seattle working with Nintendo of America on the North American release. Only the first Final Fantasy had come out there, he said, so the team made the game “a little bit easier”, balanced as a follow-up to it and with the NES’s young players in mind19. Electronic Gaming Monthly wrote in 1994 that the Super NES Final Fantasy II was made considerably simpler to play than the original40. In Japan, one of Famicom Tsushin’s reviewers of Easy Type said even small children and players new to RPGs could enjoy it, though veterans might find it lacking. Another found it a letdown for fans that Kain explains how to play in the opening41.

Producer Tomoya Asano said in 2007, in an English translation of the Famitsu interview, that Matrix, the developer of the Nintendo DS Final Fantasy III, would remake the game for the DS, with Tokita directing and Ito supervising the battle system42. Square Enix lists the result, a full remake by the DS Final Fantasy III’s staff with the original staff, on 20 December 200743, and Famitsu calls it harder than the original44. Before it came a PlayStation port on 21 March 1997, which added CG movies to the opening and ending, and a WonderSwan Color version on 28 March 2002 with all the graphics redrawn43. A mobile-phone sequel, Final Fantasy IV: The After Years, followed in 2009, centered on Theodor, the son of Cecil and Rosa45. The Pixel Remaster came out for Windows and smartphones on 9 September 202143.

#Footnotes

  1. Wait between turns: 5 × reference agility ÷ own agility25,25. Each tick of the clocks lasts 1–11 frames per tick; duration × modifier ÷ 1626,26. ↩

  2. Running: hold L+R; 0 / 3 / 7 / 10 ticks32,32. Against a level 99 monster, letting go of L and R starts the wait over32. ↩

  3. World-map battle rates: 7–10 in 256 per step33,33. ↩

Mechanics

MechanicKindHow
Turn orderActive timeevery fighter waits on its own clock, so a quicker character gets more turns
Active Time BattleCountdownthe clocks run in real time, at a pace the battle speed option sets
Hit chanceHit rolls less evade rollsevery block the target makes cancels one of the attacker's hits
Multi-hit attackHits less evadesa stronger, quicker fighter strikes more times in one attack, and every strike that lands deals the same damage
Damage formulaAttack minus defensea strike deals the attack plus up to half again, less the target's defense
Critical hitRate and bonuseach character has a critical rate of their own, doubled when fighting with two weapons and tripled with a bow
Elemental weaknessDamage multipliera strong weakness quadruples the damage, and some enemies are immune to an element
FleeingHold to runholding L and R always gets the party away once a member's turn comes, except from the strongest monsters
Random encounterBy areahow often battles come depends on the region of the world map
Every claim about this game, by concept (43)
generalFinal Fantasy IV came out for the Super Famicom in Japan on 19 July 1991.Publisher
Nintendo of America's list of Super NES games dates the North American release, titled Final Fantasy II, to November 1991. Nintendo Power's November 1991 issue told readers that "Final Fantasy II is here" on the Super NES, a sequel fans had been asking for since the NES Final Fantasy had sat in the magazine's Top 10 for over a year.Publisher
Square Enix calls Final Fantasy IV the fourth game of the Final Fantasy series. Famitsu notes that it moved the series from the Famicom to the Super Famicom and calls it the first game Square released for the Super Famicom; Square's Yusuke Hirata called it "our first Super Famicom RPG" in 1994.Publisher
Nintendo's page sums up the story as that of Cecil, a dark knight of the kingdom of Baron, who is caught up in the struggle over the crystals and sets out with companions to protect the world. The journey runs through six countries (Baron, Damcyan, Fabul, Mysidia, Troia, and Eblan), and later in the story another world opens up.Publisher
Cecil commands Baron's airship fleet, the Red Wings, and has come to doubt the king's unreasonable orders to harm innocent people. The opening shows him taking a crystal from the town of Mysidia on the king's order, without he or his crew knowing why. The king then sends him with his friend Kain, a dragoon, to deliver a Bomb Ring to the summoner of Mist. Later in the game Cecil becomes a Paladin.Web
Famitsu contrasts the story with Final Fantasy III's call to adventure: Final Fantasy IV features complex human relationships, love and hatred among them, alongside the Four Fiends and allies who sacrifice themselves for the others. The party's members change one after another, and range from children to the elderly.Web
Square Enix describes a story woven from the hero's anguish, a rival, romance, and many meetings and partings, and says that fixing each character's job gave the story more depth.Publisher
Chocobos, airships, and a hovercraft carry the party over land and through the air.Publisher
Time always flows in battle: a player who doesn't act is attacked by the enemy regardless, and some enemies transform as time passes. Nintendo's page says the system, a standard of later Final Fantasy games, was used first in this game, and Square Enix's that Active Time Battle appeared from this game on.Publisher
Famitsu called Active Time Battle the game's distinctive feature: RPG battles had generally been turn-based, and with time passing in real time here, battles stayed tense. It recalls bosses such as the Demon Wall, which closes in on the player and at last uses the instant-death Crush Down.Web
Two players can share a battle, each with a controller and their own share of the characters, so that one can attack while the other heals.Publisher
Takashi Tokita told 1UP that the idea of Active Time Battle came from the planner Hiroyuki Ito, who was watching a Formula One race and saw the cars overtake one another: from that came characters whose speed differs by type. Tokita said it also let the team build enemies like those of shooting and action games, which change shape or fight as a wall closes in.Interview
Hironobu Sakaguchi, in Square Enix's 2023 anniversary interview as transcribed by Nova Crystallis, said he thought it was Hiroyuki Ito who came up with Active Time Battle, because the move to the Super Famicom called for something special. The prototype wasn't fun, he said, and the programmer Kiyoshi Yoshii refined the system until it was in good shape.Interview
Square's United States patent on "active time battle", in which enemies keep acting on their own timers while the player enters commands, names Hironobu Sakaguchi and Hiroyuki Itou as inventors. It was filed on 16 March 1992 and granted on 21 February 1995; Google Patents gives its priority date as 16 July 1991, from Japanese application 3-199828.Publisher
Tokita said that by sparing players the confusion of older games about where to go next, the team raised the game's story-driven impact, and that Active Time Battle, new at the time, helped make up for the smaller scope for customizing characters.Interview
Famitsu's 2007 interview, in Xcomp's English translation, introduces Takashi Tokita as the planner of the original Super Famicom game, who wrote its scenarios and events. Tokita said he created all the game's events alone as planner, also drew pixel art, and wrote all the scenarios himself; only a quarter of the scenarios written were used in the Super Famicom version.Interview
Tokita, in Xcomp's English translation of the 2007 Famitsu interview, called the game a compilation of the best of the first three: its characters are portrayed through Final Fantasy III's jobs, its story element comes from Final Fantasy II, and its Four Fiends are the counterpart of Final Fantasy's four Chaos.Interview
Hironobu Sakaguchi said he was responsible for the story and events of the series up to Final Fantasy VI. Of Final Fantasy IV he said the team wanted a weightier story, beginning with a dark knight, and that Tokita did the staging, which involved writing the script.Interview
Yoshinori Kitase, then on Final Fantasy Adventure, recalled that the Final Fantasy IV team working beside his had 40 people to his team's 7.Interview
Tokita said, in Xcomp's English translation of the 2007 Famitsu interview, that the Super Famicom, compared with the Famicom, let Yoshitaka Amano realize his world, so Amano put great effort into his Final Fantasy IV characters, to which he is attached.Interview
Nobuo Uematsu wrote in the soundtrack's liner notes, dated 13 April 1991, in Rebecca Capowski's English translation, that with the new Super Famicom hardware the music was trial and error from start to finish, that the staff practically lived at the company in sleeping bags, and that he hadn't had a full day off since February of the year before, February 1990.Publisher
A fan-compiled list of Famicom Tsushin's cross-review scores gives Final Fantasy IV 9, 9, 10, and 8 out of 10 from its four reviewers, 36 out of 40. The row repeats the list's scores for Final Fantasy III exactly, and the magazine's own page hasn't been read.Wikidata
Square's publicity manager Yusuke Hirata told Electronic Gaming Monthly in 1994 that Final Fantasy IV sold about 1.5 million copies, and its Super NES translation, Final Fantasy II, about 300,000. His sentence misdates the release to July 1990.Magazine
Square Enix counted 2.16 million copies of Final Fantasy IV shipped by 31 March 2003 across its Super Famicom, PlayStation, and other versions, 1.82 million of them in Japan and 0.34 million abroad.Publisher
Tokita, who said he spent about three weeks in Seattle working with Nintendo of America on the release, said the biggest change in the U.S. version was making it "a little bit easier". Only the first Final Fantasy had come out in the United States, and Final Fantasy II and III had experimental elements, so the team balanced the game as a follow- up to the first, with the youngest of the NES's players in mind.Interview
Electronic Gaming Monthly, in a 1994 question to Square, said the Super NES Final Fantasy II was made considerably simpler to play than the original Super Famicom Final Fantasy IV.Magazine
Famitsu recalls the game as simple in system but hard, so much so that Final Fantasy IV Easy Type, a minor revision with the difficulty lowered, came out a few months later, on 29 October. Famitsu gives no year, but the date falls a few months after the July 1991 release, and Famicom Tsushin's issue of 8 November 1991 reviewed Easy Type.Web
In Famicom Tsushin's cross review of Easy Type, one reviewer said even small children and players new to RPGs could enjoy it, with simpler commands and more detailed messages, though RPG veterans might find it lacking. Another found Kain explaining how to play in the opening a letdown for fans. A third called it for players stuck in the original or who only wanted to follow the story, and a fourth said elementary-school children could finish it.Magazine
Square Enix's Japanese site lists the game's later versions, among them a PlayStation port on 21 March 1997, which added CG movies to the opening and ending; a WonderSwan Color version on 28 March 2002, with all the graphics redrawn; a full remake for the Nintendo DS on 20 December 2007, by the staff of the DS Final Fantasy III and the original staff; and the Pixel Remaster for Windows and smartphones on 9 September 2021.Publisher
Famitsu calls the 2007 Nintendo DS remake harder than the original.Web
Producer Tomoya Asano said in 2007, in Xcomp's English translation of the Famitsu interview, that Matrix, the developer of the Nintendo DS Final Fantasy III, would make the remake, with Tokita directing and Hiroyuki Itou supervising the battle system.Interview
A sequel for mobile phones, Final Fantasy IV: The After Years, came out in 2009, following Theodor, the son of Cecil and Rosa.Web
Active Time BattleAt the start of a battle, each combatant's base timer duration is 50 times a reference party member's modified agility over 10 times its own modified agility, at least 1; the reference is the first present party member whose character ID is 1 or $0B, or failing that the first present one, so a combatant with twice the agility waits half as long between turns.Code
BattleMain waits 1, 2, 4, 6, 8, or 11 frames by the battle speed setting (BattleSpeedTbl plus one), holding while the game is paused or in wait mode, then decrements every combatant's timers (DecTimers) and runs a pending action. An action timer's duration is the base duration times a speed modifier over 16, and 16 is the normal modifier.Code
Critical hitA Fight command rolls once for a critical: a percentage roll under the attacker's crit rate adds its crit bonus to the damage before defense. Each character carries a crit rate and bonus of their own (the field code loads Cecil's from CharProp); dual-wielding doubles the rate, which falls to 99 only when the doubling overflows a byte (a rate of 50–127 doubles to 100–254), and adds half the left hand's attack to the bonus, and a bow triples a rate capped at 33 and adds the arrows' attack.Code
Damage formulaCalcDmg takes attack power plus a random 0 to half of it, applies the elemental and creature-type multipliers, adds the crit bonus on a critical, and subtracts defense (floored at 0); that times the net hits, divided by the number of targets, is held to 1–9,999. A Fight command has one target.Code
Elemental weaknessA physical attack's element is tested against the target's very weak, weak, immune, and strong elements in that order, and the first match sets a damage multiplier of 4×, 2×, 0, or ½.Code
Final Fantasy III's physical attack has two elemental outcomes besides normal, double for a weakness and half for the target's other element byte; Final Fantasy IV adds very weak (4×) and immune (0) to weak (2×) and strong (½).Code
FleeingHolding L and R escapes, with no roll, once the run counter reaches 0, if the battle allows running and some party member can act. The counter starts at $FF (no escape) and a character's turn sets it to 0, except against a monster of level 97, 98, or 99, where it starts at 3, 7, or 10 and drops by one each battle tick while L and R are held; at level 99 it resets to 15 whenever they are let go.Code
Multi-hit attackA Fight command makes one percentage roll per point of the attacker's attack multiplier and counts the rolls under its hit rate; the target rolls once per point of its defense multiplier and blocks one hit for each roll under its defense rate. The hits left after blocking multiply one damage roll, and none left is a miss.Code
A character's attack multiplier, the number of hit rolls, is strength ÷ 8 + agility ÷ 16 + 1; the defense multiplier is agility ÷ 8 plus level ÷ 16 times the shield's multiplier.Code
Final Fantasy IV keeps Final Fantasy III's physical attack: percentage rolls per point of an attack multiplier, the target's successful evade rolls subtracted, and one damage roll of attack plus 0 to half of it, with the crit bonus added before defense, multiplied by the net hits and capped at 9,999.Code
Random encounterOn the overworld, each step reads a rate from an 8 × 8 grid of map regions (7, 8, or 10) and starts a battle when a byte from a fixed random table, plus an offset that grows by $11 each time the step counter wraps, is below it.Code

References

  1. ^Final Fantasy IV came out for the Super Famicom in Japan on 19 July 1991.PublisherNintendo, VC Final Fantasy IV · Square Enix, FFIV official page · Famitsu, FFIV 35th anniversary
    How we know
    1991年7月19日にスーパーファミコン用ソフトとして発売された
    game introduction, first paragraph · archived copy ↗
    1991/07/19
    game.json, game_model entry for スーパーファミコン · archived copy ↗
    1991年(平成3年)7月19日は、スーパーファミコンで
    first paragraph · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  2. ^Square Enix calls Final Fantasy IV the fourth game of the Final Fantasy series. Famitsu notes that it moved the series from the Famicom to the Super Famicom and calls it the first game Square released for the Super Famicom; Square's Yusuke Hirata called it "our first Super Famicom RPG" in 1994.PublisherSquare Enix, FFIV official page · Famitsu, FFIV 35th anniversary · Electronic Gaming Monthly 63
    How we know
    「ファイナルファンタジー」シリーズ第4弾。
    game.json, detail_content · archived copy ↗
    シリーズの4作目で、プラットフォームをそれまでのファミコンからスーパーファミコンに移した … 当時のスクウェア(現・スクウェア・エニックス)が初めてスーパーファミコンで発売したゲームでもあります。
    second paragraph · archived copy ↗
    Final Fantasy IV, our first Super Famicom RPG
    p. 172, interview with Yusuke Hirata · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  3. ^ abNintendo's page sums up the story as that of Cecil, a dark knight of the kingdom of Baron, who is caught up in the struggle over the crystals and sets out with companions to protect the world. The journey runs through six countries (Baron, Damcyan, Fabul, Mysidia, Troia, and Eblan), and later in the story another world opens up.PublisherNintendo, VC Final Fantasy IV
    How we know
    バロン国の暗黒騎士セシルがクリスタルを巡る争いに巻き込まれ、世界を守るべく仲間たちと冒険する物語です。
    game introduction, first paragraph · archived copy ↗
    冒険ではバロン、ダムシアン、ファブール、ミシディア、トロイア、エブラーナの6カ国を巡ります。さらに、物語が進むと別の世界へも行けるようになります。
    game introduction, world paragraph · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  4. ^ abcTime always flows in battle: a player who doesn't act is attacked by the enemy regardless, and some enemies transform as time passes. Nintendo's page says the system, a standard of later Final Fantasy games, was used first in this game, and Square Enix's that Active Time Battle appeared from this game on.PublisherNintendo, VC Final Fantasy IV · Square Enix, FFIV official page
    How we know
    バトル中はつねに時間が流れており、こちらが行動しないと敵から一方的に攻められてしまいます。また、時間の経過とともに変身する敵がいるなど、さまざまなことが起こります。 … のちの『FF』シリーズで定番となるこのシステムは、このゲームで最初に使われました。
    game introduction, battle paragraph · archived copy ↗
    今作からバトル中も時間が流れる「アクティブタイムバトル」が登場しました。
    game.json, detail_content · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  5. ^ abFamitsu called Active Time Battle the game's distinctive feature: RPG battles had generally been turn-based, and with time passing in real time here, battles stayed tense. It recalls bosses such as the Demon Wall, which closes in on the player and at last uses the instant-death Crush Down.WebFamitsu, FFIV 35th anniversary
    How we know
    本作で特徴的だったのがアクティブタイムバトルシステム(ATB)。それまでのRPGはターン制の戦闘が一般的でしたが、本作ではリアルタイムで時間が経過するため、つねに緊張感のあるバトルが楽しめました。 … 徐々にプレイヤーのほうに迫ってきて、最後には即死技の“クラッシュダウン”を使うボス“デモンズウォール”など印象に残るボスも多かったです。
    ATB paragraph · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  6. ^Nintendo of America's list of Super NES games dates the North American release, titled Final Fantasy II, to November 1991. Nintendo Power's November 1991 issue told readers that "Final Fantasy II is here" on the Super NES, a sequel fans had been asking for since the NES Final Fantasy had sat in the magazine's Top 10 for over a year.PublisherNintendo, Super NES Games · Nintendo Power 30
    How we know
    Final Fantasy II Square Soft November 1991
    PDF p. 4 · archived copy ↗
    The NES version of Final Fantasy has been in Nintendo Power's Top 10 for over a year, and fans have been clamoring for a sequel. Wait no longer, fantasizers, Final Fantasy II is here—on the Super NES!
    editor's column · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  7. ^Famitsu's report of Sakaguchi's 2015 talk says Final Fantasy II and III were released in Japan but not overseas, and that the game sold in North America as Final Fantasy II was Final Fantasy IV; in 1994 Square's Hirata said the Famicom FF2 and FF3 were never translated.WebFamitsu, Sakaguchi talk 2015 · Electronic Gaming Monthly 63
    How we know
    海外ではこの2作は発売されなかった … 北米で『Final Fantasy II』として発売されたのは、スーパーファミコン(北米ではSuper Nintendo Entertainment System)で登場した『ファイナルファンタジーIV』だ。
    section 海外での展開は手さぐりが続く · archived copy ↗
    These were never translated.
    p. 172, interview with Yusuke Hirata · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  8. ^ abHironobu Sakaguchi said he was responsible for the story and events of the series up to Final Fantasy VI. Of Final Fantasy IV he said the team wanted a weightier story, beginning with a dark knight, and that Tokita did the staging, which involved writing the script.InterviewSakaguchi, Famitsu 1998 · Nova Crystallis, FF 35th anniversary interview, part 2
    How we know
    Basically, I was responsible for the story, events, in otherwords the tale, up to FFVI.
    answer on his roles from FFI to FFIV · archived copy ↗
    It starts with a story of a dark knight, and we wanted to make the story a big weightier. Mr. Tokita did the staging for the story, which involves writing the script.
    section "Things from FFIV that left an impression", Sakaguchi · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  9. ^ abFamitsu's 2007 interview, in Xcomp's English translation, introduces Takashi Tokita as the planner of the original Super Famicom game, who wrote its scenarios and events. Tokita said he created all the game's events alone as planner, also drew pixel art, and wrote all the scenarios himself; only a quarter of the scenarios written were used in the Super Famicom version.InterviewFamitsu, FFIV DS interviewrevised
    How we know
    Takashi Tokita (right), the planner for the original SNES version FFIV who wrote the scenarios and events.
    introduction · archived copy ↗
    working as the planner I created all the game events alone. Final Fantasy IV was the first game that I had to do that when I was working on the beta version. I even had to come up with all the ideas and work on the pixel art.
    Tokita, on being one of the original staff · archived copy ↗
    I wrote all of the scenarios myself back then
    Tokita, on his part in the remake · archived copy ↗
    When we made the Super Famicom version, only a quarter of the scenarios we wrote were actually used.
    Tokita, on the new events · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-23.

    In the claim ledger

  10. ^ abTakashi Tokita told 1UP that the idea of Active Time Battle came from the planner Hiroyuki Ito, who was watching a Formula One race and saw the cars overtake one another: from that came characters whose speed differs by type. Tokita said it also let the team build enemies like those of shooting and action games, which change shape or fight as a wall closes in.Interview1UP, Tokita on FFIV
    How we know
    The planner, Hiroyuki Itoh, who directed Final Fantasy XII, was watching a Formula One race, and he saw all the cars surpass each other. From this, we thought of an interesting idea where character speed would differ depending on the type of character it was. That's where the initial idea came from.
    page 3, answer on the inspiration for Active Time Battle · archived copy ↗
    So, like in shooting and action games, there are instances where the enemies will change shape, or fight as a wall is closing in on them -- that was a new kind of enemy structure we were able to implement.
    page 3, next answer · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  11. ^ abHironobu Sakaguchi, in Square Enix's 2023 anniversary interview as transcribed by Nova Crystallis, said he thought it was Hiroyuki Ito who came up with Active Time Battle, because the move to the Super Famicom called for something special. The prototype wasn't fun, he said, and the programmer Kiyoshi Yoshii refined the system until it was in good shape.InterviewNova Crystallis, FF 35th anniversary interview, part 2
    How we know
    I think it was Hiroyuki Ito. We always try to do something new with the battle system, not just with the story and the setting. With the move to the Super Famicom for FFIV, we felt we really had to do something special, so he came up with ATB (Active Time Battle). The prototype was no good.
    section "The secrets behind the creation of 'Active Time Battle'", Sakaguchi's answer · archived copy ↗
    When we programmed a test, it just wasn't fun. The programmer was a guy called Yoshii
    same section, Sakaguchi · archived copy ↗
    But he concentrated really hard and refined the system. And it was in good shape by the end.
    same section, Sakaguchi's last answer · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  12. ^ abSquare's United States patent on "active time battle", in which enemies keep acting on their own timers while the player enters commands, names Hironobu Sakaguchi and Hiroyuki Itou as inventors. It was filed on 16 March 1992 and granted on 21 February 1995; Google Patents gives its priority date as 16 July 1991, from Japanese application 3-199828.PublisherUS patent 5,390,937 (Active Time Battle)
    How we know
    The movements of the player character and enemy character, i.e., their actions in combat, are executed repeatedly without interruption while time is passing at a fixed rate. This shall be referred to as "active time battle".
    description · archived copy ↗
    an enemy character on a display screen may launch an attack against a player character on the same screen, even while the player character is in the process of inputting a command, at elapse of a set time period specific to the enemy character.
    abstract · archived copy ↗
    Inventor Hironobu Sakaguchi Hiroyuki Itou … Filing date 1992-03-16 Publication date 1995-02-21
    bibliographic data · archived copy ↗
    JP3-199828
    priority applications · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  13. ^Tokita said, in Xcomp's English translation of the 2007 Famitsu interview, that the Super Famicom, compared with the Famicom, let Yoshitaka Amano realize his world, so Amano put great effort into his Final Fantasy IV characters, to which he is attached.InterviewFamitsu, FFIV DS interviewrevised
    How we know
    Mr Amano too is very attached to his FFIV characters. In comparison to the Famicom at the time, the Super Famicom console was what really allowed Mr. Amano to realize his world so he really put in a lot of effort to create them.
    Tokita, on the logo · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-23.

    In the claim ledger

  14. ^ abNobuo Uematsu wrote in the soundtrack's liner notes, dated 13 April 1991, in Rebecca Capowski's English translation, that with the new Super Famicom hardware the music was trial and error from start to finish, that the staff practically lived at the company in sleeping bags, and that he hadn't had a full day off since February of the year before, February 1990.PublisherUematsu, FFIV OSV liner notesrevised
    How we know
    Since I was working with new hardware in the Super Famicom, the music was from start to finish a series of trials and errors, and the staff practically lived at the company, staying over in sleeping bags and doing nothing but working - I myself haven't had a full day off since February of last year!
    liner notes, after the Hawaii daydream · archived copy ↗
    -April 13, 1991, 1:30 a.m. (in the office, naturally)
    signature · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-23.

    In the claim ledger

  15. ^A fan-compiled list of Famicom Tsushin's cross-review scores gives Final Fantasy IV 9, 9, 10, and 8 out of 10 from its four reviewers, 36 out of 40. The row repeats the list's scores for Final Fantasy III exactly, and the magazine's own page hasn't been read.WikidataGEIMIN, Famitsu cross-review listrevised
    How we know
    36 ( 9/ 9/10/ 8)
    row 117, SFC ファイナルファンタジーIV · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-23.

    In the claim ledger

  16. ^Square's publicity manager Yusuke Hirata told Electronic Gaming Monthly in 1994 that Final Fantasy IV sold about 1.5 million copies, and its Super NES translation, Final Fantasy II, about 300,000. His sentence misdates the release to July 1990.MagazineElectronic Gaming Monthly 63revised
    How we know
    Final Fantasy IV, our first Super Famicom RPG, registered sales of approximately 1.5 million upon its release in July 1990. FFIV was translated as the Super NES FF2 which sold about 300,000 units.
    p. 172, interview with Yusuke Hirata · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-23.

    In the claim ledger

  17. ^ abSquare Enix counted 2.16 million copies of Final Fantasy IV shipped by 31 March 2003 across its Super Famicom, PlayStation, and other versions, 1.82 million of them in Japan and 0.34 million abroad.PublisherSquare Enix IR shipments table 2004
    How we know
    FINAL FANTASY IV SNES/PS/Other 1,820 340 2,160
    p. 27, table of titles shipping over 1 million · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  18. ^Famitsu recalls the game as simple in system but hard, so much so that Final Fantasy IV Easy Type, a minor revision with the difficulty lowered, came out a few months later, on 29 October. Famitsu gives no year, but the date falls a few months after the July 1991 release, and Famicom Tsushin's issue of 8 November 1991 reviewed Easy Type.WebFamitsu, FFIV 35th anniversary · Famitsu 151revised
    How we know
    システム自体はシンプルなのですが、ゲームの難度は高めで、数ヵ月後の10月29日には難度が下がったマイナーチェンジ版の
    difficulty paragraph · archived copy ↗
    このイージータイプはかなり小さな子供向けになるんじゃないかな。
    新作ゲームクロスレビュー (28 October to 3 November), Final Fantasy IV Easy Type · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-23.

    In the claim ledger

  19. ^ abTokita, who said he spent about three weeks in Seattle working with Nintendo of America on the release, said the biggest change in the U.S. version was making it "a little bit easier". Only the first Final Fantasy had come out in the United States, and Final Fantasy II and III had experimental elements, so the team balanced the game as a follow- up to the first, with the youngest of the NES's players in mind.Interview1UP, Tokita on FFIVrevised
    How we know
    I was in Seattle for approximately three weeks and working closely with the NOA offices.
    page 3, answer on his part in the North American version · archived copy ↗
    I guess the biggest change is that they made it a little bit easier for the U.S. market, but that was because we already had Final Fantasy I, II, and III in Japan, whereas Final Fantasy I was the only one released in the states. Final Fantasy II and III had some experimental elements to them, and so for U.S. users to suddenly dive into IV... it just seemed a little bit difficult. So we balanced it out to present it as a follow-up to Final Fantasy I. And, you know, the NES platform had a very wide range of users where the bottom end was very young, and we took that into account as well.
    page 3, answer on the changes to the U.S. version · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-23.

    In the claim ledger

  20. ^ abFamitsu contrasts the story with Final Fantasy III's call to adventure: Final Fantasy IV features complex human relationships, love and hatred among them, alongside the Four Fiends and allies who sacrifice themselves for the others. The party's members change one after another, and range from children to the elderly.WebFamitsu, FFIV 35th anniversary
    How we know
    『FFIV』は愛や憎しみなど複雑な人間関係をフィーチャーする内容になっていました。
    story paragraph · archived copy ↗
    敵に“四天王”がいたり、仲間が味方のために犠牲になったりと王道マンガのような展開も多く
    paragraph after the story · archived copy ↗
    パーティのメンバーがつぎつぎに変わるのも印象的で、子どもから老人まで多彩なキャラクターが参戦していたのも見どころでした。
    party paragraph · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  21. ^Cecil commands Baron's airship fleet, the Red Wings, and has come to doubt the king's unreasonable orders to harm innocent people. The opening shows him taking a crystal from the town of Mysidia on the king's order, without he or his crew knowing why. The king then sends him with his friend Kain, a dragoon, to deliver a Bomb Ring to the summoner of Mist. Later in the game Cecil becomes a Paladin.WebFamitsu, FFIV 35th anniversary · Nintendo Power 30
    How we know
    本作の主人公はバロン国の飛空挺団“赤い翼”の団長であるセシル。彼は国王の理不尽な命令で罪のない人々を傷つけることに疑問を抱いていました。そんなセシルは国王の命令で、親友の竜騎士カインとともに、ミストの召喚士に“ボムの指輪”を届けることに。
    story paragraph · archived copy ↗
    The opening scenes show Cecil, the Red Wing commander, stealing a Crystal from the town of Mysidia. Neither Cecil nor his crew know the purpose of the Crystal, just that the King gave his order.
    Final Fantasy II feature, "Flight of the Red Wing" · archived copy ↗
    When he becomes a Paladin later in the game
    Final Fantasy II feature, Cecil's profile · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  22. ^Square Enix describes a story woven from the hero's anguish, a rival, romance, and many meetings and partings, and says that fixing each character's job gave the story more depth.PublisherSquare Enix, FFIV official page
    How we know
    主人公の苦悩と好敵手、そしてロマンスと様々な出会いと別れが織り成す物語。 … キャラクターごとに職業を固定する事で、より物語に厚みがでました。
    game.json, detail_content · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  23. ^Chocobos, airships, and a hovercraft carry the party over land and through the air.PublisherNintendo, VC Final Fantasy IV
    How we know
    乗り物に乗ると陸地や空を快適に移動でき、行動範囲が広がります。乗り物は、チョコボ、飛空艇、ホバー船などがあります。
    game introduction, vehicles paragraph · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  24. ^Two players can share a battle, each with a controller and their own share of the characters, so that one can attack while the other heals.PublisherNintendo, VC Final Fantasy IV · Square Enix, FFIV official page
    How we know
    バトルでは、最大2人で協力プレイが行えます。 … キャラクターの操作を2つのコントローラに振り分けることで、ひとりは攻撃に専念し、もうひとりは回復を行うといった遊びかたも楽しめます。
    game introduction, two-player paragraph · archived copy ↗
    バトルのみ1人~2人(SFC/PS)
    game.json, detail_table, players row · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  25. ^ abcdAt the start of a battle, each combatant's base timer duration is 50 times a reference party member's modified agility over 10 times its own modified agility, at least 1; the reference is the first present party member whose character ID is 1 or $0B, or failing that the first present one, so a combatant with twice the agility waits half as long between turns.Codeeverything8215, FF4 disassembly
    How we know
    493@8d44:  clr_axy
    494        stx     $c7
    495@8d49:  lda     $3540,y
    496        bne     @8d5f
    497        lda     $c7
    498        bne     @8d7a
    499        lda     $2000,x
    500        and     #$1f
    501        cmp     #$01
    502        beq     @8d7a
    503        cmp     #$0b
    
    battle/init.asm lines 493–503 at a360e2e · upstream ↗
    518@8d7a:  lda     $2015,x
    ⋮
    521        ldx     #$0032
    522        stx     $393f
    523        jsr     Mult16
    ⋮
    533        lda     $2015,x
    534        sta     $df
    535        lda     #$0a
    536        sta     $e1
    537        jsr     Mult8
    ⋮
    542        jsr     Div16
    543        ldx     $3949
    544        bne     @8dbf
    ⋮
    
    battle/init.asm lines 518–550 at a360e2e · upstream ↗
    $1015 modified agility
    notes/ff4j-sfc-ram-map.txt#L722 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  26. ^ abcBattleMain waits 1, 2, 4, 6, 8, or 11 frames by the battle speed setting (BattleSpeedTbl plus one), holding while the game is paused or in wait mode, then decrements every combatant's timers (DecTimers) and runs a pending action. An action timer's duration is the base duration times a speed modifier over 16, and 16 is the normal modifier.Codeeverything8215, FF4 disassembly
    How we know
    1021BattleMain:
    1022@85d9:  lda     $16ac                   ; battle speed
    1023        tax
    1024        lda     f:BattleSpeedTbl,x
    1025        inc
    1026        sta     $3538
    1027        stz     $38e6
    1028@85e8:  lda     #$02                    ; battle graphics $02: wait one frame
    1029        jsr     ExecBtlGfx
    1030        lda     $38d9
    1031        ora     $38da
    1032        bne     @85e8                   ; branch if paused or wait mode
    ⋮
    
    battle/battle.asm lines 1021–1033 at a360e2e · upstream ↗
    1067@8649:  jsr     DecTimers
    ⋮
    1081@866d:  jsr     GetPendingAction
    ⋮
    1085        jsr     DoAction
    
    battle/battle.asm lines 1067–1085 at a360e2e · upstream ↗
    1476; not stopped
    1477@96d6:  inx3                ; next timer
    1478        lda     #6          ; loop through 6 timers
    ⋮
    1504        dec     $2a04,x     ; decrement counter
    
    battle/battle.asm lines 1476–1504 at a360e2e · upstream ↗
    367; battle speed constants
    368BattleSpeedTbl:
    369@ff06:  .byte   0,1,3,5,7,10
    
    battle/battle_data.asm lines 367–369 at a360e2e · upstream ↗
    282ApplySpeedMod:
    283@9fd8:  ldx     $a9         ; base duration
    284        stx     $393d
    285        ldx     $3979       ; multiplier
    286        stx     $393f
    287        jsr     Mult16
    ⋮
    290        ldx     #$0010
    291        stx     $3947
    292        jsr     Div16
    293        ldx     $3949
    294        stx     $ab         ; mod. duration
    
    battle/timer_dur.asm lines 282–298 at a360e2e · upstream ↗
    898        lda     #$01        ; auto-battle speed modifier
    899        sta     $203b,x
    900        bra     @9086
    901@9081:  lda     #$10        ; normal speed modifier
    902        sta     $203b,x
    
    battle/init.asm lines 898–902 at a360e2e · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  27. ^A Fight command makes one percentage roll per point of the attacker's attack multiplier and counts the rolls under its hit rate; the target rolls once per point of its defense multiplier and blocks one hit for each roll under its defense rate. The hits left after blocking multiply one damage roll, and none left is a miss.Codeeverything8215, FF4 disassembly
    How we know
    16CalcHits:
    17@c987:  stz     $38fd       ; clear number of hits
    18        lda     $38fb
    19        beq     @c99e       ; return if no base hits
    20        tay
    21@c990:  jsr     Rand99
    22        cmp     $38fa       ; check vs. hit rate
    23        bcs     @c99b
    24        inc     $38fd       ; increment number of hits
    25@c99b:  dey
    26        bne     @c990
    
    battle/damage.asm lines 16–27 at a360e2e · upstream ↗
    114@c55b:  lda     $38f8
    115        sta     $38fa       ; set attack rate
    116        lda     $269b       ; attack multiplier
    117        sta     $38fb
    118        jsr     CalcHits
    119        lda     $38fd
    120        sta     $38f8       ; set number of hits
    
    battle/fight.asm lines 114–120 at a360e2e · upstream ↗
    147@c59f:  lda     $2729       ; defense rate
    148        sta     $38f9
    ⋮
    166        sta     $38f9
    ⋮
    169        lda     $2728       ; defense multiplier
    170        sta     $38fb
    ⋮
    175@c5e4:  jsr     CalcHits
    176        lda     $38fd
    177@c5ea:  sta     $38f9       ; set number of hits defended
    178        sec
    179        lda     $38f8
    180        sbc     $38f9       ; subtract from number of hits
    181        sta     $34c8
    ⋮
    
    battle/fight.asm lines 147–203 at a360e2e · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  28. ^A character's attack multiplier, the number of hit rolls, is strength ÷ 8 + agility ÷ 16 + 1; the defense multiplier is agility ÷ 8 plus level ÷ 16 times the shield's multiplier.Codeeverything8215, FF4 disassembly
    How we know
    240; defense multiplier
    ⋮
    245        lda     $396b       ; shield multiplier
    ⋮
    248        lda     $3967       ; agility / 8
    249        jsr     Lsr_3
    250        clc
    251        adc     $e3         ; add level / 16 * shield multiplier
    252        sta     ($80),y     ; set defense multiplier
    
    battle/equip.asm lines 240–252 at a360e2e · upstream ↗
    546        lda     $3966       ; strength / 8
    547        jsr     Lsr_3
    548        sta     $a9
    549        lda     $3967       ; agility / 16
    550        jsr     Lsr_4
    551        clc
    552        adc     $a9
    553        inc
    554        ldy     #$001b
    555        sta     ($80),y     ; attack multiplier
    
    battle/equip.asm lines 546–555 at a360e2e · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  29. ^CalcDmg takes attack power plus a random 0 to half of it, applies the elemental and creature-type multipliers, adds the crit bonus on a critical, and subtracts defense (floored at 0); that times the net hits, divided by the number of targets, is held to 1–9,999. A Fight command has one target.Codeeverything8215, FF4 disassembly
    How we know
    33CalcDmg:
    34@c99f:  ldx     $3902       ; base attack
    35        stx     $3956
    36        stx     $3958
    37        lsr     $3957
    38        ror     $3956
    ⋮
    42        stx     $3956
    ⋮
    44        lda     $3956
    45        jsr     RandXA
    ⋮
    47        stx     $3956
    48        jsr     Add16
    ⋮
    50        stx     $a4
    ⋮
    
    battle/damage.asm lines 33–99 at a360e2e · upstream ↗
    341@c75f:  lda     #$01
    342        sta     $3906       ; single target (don't divide damage)
    
    battle/fight.asm lines 341–342 at a360e2e · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  30. ^A Fight command rolls once for a critical: a percentage roll under the attacker's crit rate adds its crit bonus to the damage before defense. Each character carries a crit rate and bonus of their own (the field code loads Cecil's from CharProp); dual-wielding doubles the rate, which falls to 99 only when the doubling overflows a byte (a rate of 50–127 doubles to 100–254), and adds half the left hand's attack to the bonus, and a bow triples a rate capped at 33 and adds the arrows' attack.Codeeverything8215, FF4 disassemblyrevised
    How we know
    311@c710:  jsr     Rand99
    312        cmp     $26ad       ; compare to crit rate
    313        bcs     @c723
    314        inc     $3900       ; set crit flag for damage
    
    battle/fight.asm lines 311–318 at a360e2e · upstream ↗
    343        lda     $26ae       ; set crit bonus
    344        sta     $3901
    345        jsr     CalcDmg
    
    battle/fight.asm lines 343–345 at a360e2e · upstream ↗
    684        lda     ($80),y     ; crit rate
    ⋮
    687        lda     ($80),y     ; crit bonus
    ⋮
    698; bow and arrow
    699        lda     $a9
    700        cmp     #$21
    701        bcc     @9d48
    702        lda     #$21
    703@9d48:  sta     $df
    704        lda     #$03        ; crit rate * 3
    ⋮
    711        adc     $28a8       ; add arrow attack to crit bonus
    ⋮
    716; dual-wield
    717@9d62:  asl     $a9         ; 2x crit rate
    ⋮
    
    battle/equip.asm lines 684–734 at a360e2e · upstream ↗
    2336; [ init character properties ]
    ⋮
    2338; initializes cecil only
    ⋮
    2350@9505:  lda     f:CharProp,x            ; crit rate, bonus, and ???
    2351        sta     $102d,y
    
    field/field.asm lines 2335–2351 at a360e2e · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  31. ^A physical attack's element is tested against the target's very weak, weak, immune, and strong elements in that order, and the first match sets a damage multiplier of 4×, 2×, 0, or ½.Codeeverything8215, FF4 disassembly
    How we know
    223; get elemental multiplier
    224        lda     $2699       ; attack element
    225        sta     $3600
    226        and     $2721
    227        beq     @c65a       ; branch if not very weak
    228        lda     #$08        ; 4x elemental damage multiplier
    ⋮
    232        and     $2720       ; branch if not weak
    233        beq     @c669
    234        lda     #$04        ; 2x elemental damage multiplier
    ⋮
    238        and     $2726       ; branch if not immune
    239        beq     @c678
    240        lda     #$00        ; 0x elemental damage multiplier
    ⋮
    
    battle/fight.asm lines 222–247 at a360e2e · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  32. ^ abcdHolding L and R escapes, with no roll, once the run counter reaches 0, if the battle allows running and some party member can act. The counter starts at $FF (no escape) and a character's turn sets it to 0, except against a monster of level 97, 98, or 99, where it starts at 3, 7, or 10 and drops by one each battle tick while L and R are held; at level 99 it resets to 15 whenever they are let go.Codeeverything8215, FF4 disassembly
    How we know
    1697        lda     $352d
    1698        beq     @a0f6       ; return if l and r buttons are not pressed
    1699@a08d:  lda     $38d6
    1700        cmp     #$ff
    1701        beq     @a0f6
    1702        lda     $38d6
    1703        beq     @a0a3
    1704        lda     $38f3
    1705        bne     @a0a3       ; branch if used escape ???
    1706        dec     $38d6
    1707        bra     @a0f6
    1708@a0a3:  lda     $38e5
    ⋮
    
    battle/battle.asm lines 1694–1730 at a360e2e · upstream ↗
    1073@8659:  jsr     CheckBattleEnd
    
    battle/battle.asm line 1073 at a360e2e · upstream ↗
    385        lda     $2282
    386        cmp     #97
    387        bcc     @8219                   ; branch if monster level is less than 97
    388        sec
    389        sbc     #97
    390        tax
    391        lda     f:MonsterRunTbl,x       ; run difficulty
    392        sta     $38d6
    
    battle/battle.asm lines 385–392 at a360e2e · upstream ↗
    379; monster run difficulty (based on monster level)
    ⋮
    393MonsterRunTbl:
    394@ff0f:  .byte   3,7,10
    
    battle/battle_data.asm lines 379–394 at a360e2e · upstream ↗
    1060@8638:  lda     $2282
    1061        cmp     #$63
    1062        bne     @8649                   ; branch if not level 99 monster
    1063        lda     $352d
    1064        bne     @8649                   ; branch if l and r buttons are pressed
    1065        lda     #$0f
    1066        sta     $38d6                   ; reset run counter to 15
    
    battle/battle.asm lines 1060–1066 at a360e2e · upstream ↗
    344GetCharAttack:
    ⋮
    354        lda     $2282
    355        cmp     #$63
    356        beq     @a399
    357        cmp     #$62
    358        beq     @a399
    359        cmp     #$61
    360        beq     @a399
    361@a396:  stz     $38d6
    
    battle/char.asm lines 344–361 at a360e2e · upstream ↗
    409InitRAM:
    ⋮
    440        sta     $d0         ; init #$ff
    ⋮
    447        sta     $38d6
    
    battle/battle.asm lines 409–447 at a360e2e · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  33. ^ abcOn the overworld, each step reads a rate from an 8 × 8 grid of map regions (7, 8, or 10) and starts a battle when a byte from a fixed random table, plus an offset that grows by $11 each time the step counter wraps, is below it.Codeeverything8215, FF4 disassembly
    How we know
    19OverworldBattleRate:
    20        .byte   10,10,10, 8, 8,10,10,10
    21        .byte   10,10,10, 8, 8,10,10,10
    22        .byte   10,10,10, 8, 8,10,10,10
    23        .byte   10,10, 7, 8, 8, 8,10,10
    24        .byte    8, 8, 7, 7, 8, 8,10,10
    25        .byte    8, 8, 7, 7, 8,10,10,10
    26        .byte    8, 8, 8, 8, 8,10,10,10
    27        .byte    8, 8, 8, 8, 8,10,10,10
    
    field/rand_battle.asm lines 19–27 at a360e2e · upstream ↗
    96@8b6b:  inc     $88
    97        inc     $86
    98        bne     @8b7a
    99        lda     $17ef
    100        clc
    101        adc     #$11
    102        sta     $17ef
    ⋮
    106; overworld
    ⋮
    110        sta     $06
    ⋮
    113        clc
    ⋮
    115        tax
    116        lda     f:OverworldBattleRate,x
    ⋮
    
    field/rand_battle.asm lines 93–129 at a360e2e · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  34. ^Tokita said that by sparing players the confusion of older games about where to go next, the team raised the game's story-driven impact, and that Active Time Battle, new at the time, helped make up for the smaller scope for customizing characters.Interview1UP, Tokita on FFIVrevised
    How we know
    As you say, there was often confusion on where to go in older games. By minimizing that we were able to elevate the story-driven impact of the game.
    page 3, answer on the story-driven design · archived copy ↗
    By adding the Active Time Battle fighting system, we thought we were able to mitigate the lack of character customization that was available in FFIV. And Active-Time Battle was a new experience at that time, so we really felt that it balanced it out in the end.
    page 3, answer on character customization · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-23.

    In the claim ledger

  35. ^Yoshinori Kitase, then on Final Fantasy Adventure, recalled that the Final Fantasy IV team working beside his had 40 people to his team's 7.InterviewNova Crystallis, FF 35th anniversary interview, part 2
    How we know
    I had joined, but I was working on Final Fantasy Adventure (Seiken Densetsu) then. The FFIV team working next to us had 40 people but we only had 7.
    development of FFIV, Kitase's answer · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  36. ^Tokita, in Xcomp's English translation of the 2007 Famitsu interview, called the game a compilation of the best of the first three: its characters are portrayed through Final Fantasy III's jobs, its story element comes from Final Fantasy II, and its Four Fiends are the counterpart of Final Fantasy's four Chaos.InterviewFamitsu, FFIV DS interviewrevised
    How we know
    Well to me, Final Fantasy IV is a great compilation that took all the best parts of Final Fantasy I, II and III. The characters are portrayed with the jobs from III and the story element is drawn from II… In Final Fantasy I there was the 4 Chaos but in Final Fantasy IV there's the Four Kings.
    Tokita, on the best thing about FFIV · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-23.

    In the claim ledger

  37. ^determine attack order gives each of the 12 battle slots a random key of 0–255 and passes the list to a routine the disassembly calls "sort attack order list ???"; it then gives each of the four characters a key of agility plus a random 0 to twice agility, sorts those the same way, and writes the characters in that order into the character entries of the first list. Chance places each character among the monsters, and agility orders the characters among themselves.Codeeverything8215, FF3 disassembly
    How we know
    24351; [ determine attack order ]
    ⋮
    2435334/9777: A0 00     LDY #$00
    2435434/9779: A9 FF     LDA #$FF
    2435534/977B: 20 64 A5  JSR $A564          ; random (0..A)
    2435634/977E: 99 00 74  STA $7400,Y
    ⋮
    2437434/97A2: 20 57 8F  JSR $8F57
    ⋮
    2438834/97BF: B1 57     LDA ($57),Y        ; agility
    2438934/97C1: 85 3C     STA $3C
    2439034/97C3: 0A        ASL 
    2439134/97C4: 20 64 A5  JSR $A564          ; random (0..A)
    2439234/97C7: 18        CLC 
    2439334/97C8: 65 3C     ADC $3C
    ⋮
    
    ff3j.asm lines 24351–24425 at 1acef81 · upstream ↗
    23241; [ sort attack order list ??? ]
    ⋮
    23243; recursive subroutine
    
    ff3j.asm lines 23241–23243 at 1acef81 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  38. ^Final Fantasy IV keeps Final Fantasy III's physical attack: percentage rolls per point of an attack multiplier, the target's successful evade rolls subtracted, and one damage roll of attack plus 0 to half of it, with the crit bonus added before defense, multiplied by the net hits and capped at 9,999.Codeeverything8215, FF3 disassembly · everything8215, FF4 disassembly
    How we know
    1196331/BB30: A9 63     LDA #$63
    1196431/BB32: 20 B4 BE  JSR $BEB4          ; random (0..A)
    1196531/BB35: C5 25     CMP $25            ; hit %
    
    ff3j.asm lines 11959–11970 at 1acef81 · upstream ↗
    1199231/BB50: 85 18     STA $18            ; +$18 = attack * (1..3/2)
    ⋮
    1202131/BB89: 85 18     STA $18            ; +$18 = attack + crit bonus
    ⋮
    1203131/BB9D: E5 26     SBC $26            ; subtract defense
    ⋮
    1204231/BBB3: AD 7C 00  LDA $007C          ; total no. of hits
    ⋮
    1206231/BBDD: A9 27     LDA #$27           ; max damage is 9999
    
    ff3j.asm lines 11985–12062 at 1acef81 · upstream ↗
    21@c990:  jsr     Rand99
    22        cmp     $38fa       ; check vs. hit rate
    
    battle/damage.asm lines 16–27 at a360e2e · upstream ↗
    33CalcDmg:
    34@c99f:  ldx     $3902       ; base attack
    ⋮
    59        adc     $3901       ; add crit bonus
    ⋮
    66        sbc     $3904
    ⋮
    76        lda     $38fc
    ⋮
    92        cpx     #$270f
    
    battle/damage.asm lines 33–99 at a360e2e · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  39. ^Final Fantasy III's physical attack has two elemental outcomes besides normal, double for a weakness and half for the target's other element byte; Final Fantasy IV adds very weak (4×) and immune (0) to weak (2×) and strong (½).Codeeverything8215, FF3 disassembly · everything8215, FF4 disassembly
    How we know
    821630/9FF3: B1 70     LDA ($70),Y        ; target's weak elements
    ⋮
    821930/9FFA: A9 04     LDA #$04           ; 4x multiplier
    ⋮
    822130/9FFE: AD 2A 74  LDA $742A          ; absorbed elements
    ⋮
    822631/A00A: A9 01     LDA #$01           ; 1x multiplier
    ⋮
    822831/A00E: A9 02     LDA #$02           ; 2x multiplier
    
    ff3j.asm lines 8216–8228 at 1acef81 · upstream ↗
    227        beq     @c65a       ; branch if not very weak
    228        lda     #$08        ; 4x elemental damage multiplier
    ⋮
    234        lda     #$04        ; 2x elemental damage multiplier
    ⋮
    240        lda     #$00        ; 0x elemental damage multiplier
    ⋮
    246        lda     #$01        ; 1/2x elemental damage multiplier
    
    battle/fight.asm lines 222–247 at a360e2e · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  40. ^Electronic Gaming Monthly, in a 1994 question to Square, said the Super NES Final Fantasy II was made considerably simpler to play than the original Super Famicom Final Fantasy IV.MagazineElectronic Gaming Monthly 63
    How we know
    the Super NES FF2 was made considerably simpler to play than the original SFC FFIV.
    p. 172, interview with Yusuke Hirata, the interviewer's question on Final Fantasy VI · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  41. ^In Famicom Tsushin's cross review of Easy Type, one reviewer said even small children and players new to RPGs could enjoy it, with simpler commands and more detailed messages, though RPG veterans might find it lacking. Another found Kain explaining how to play in the opening a letdown for fans. A third called it for players stuck in the original or who only wanted to follow the story, and a fourth said elementary-school children could finish it.MagazineFamitsu 151
    How we know
    コマンドの簡略化…メッセージの詳細化…わかりやすいゲームシステムになった。小さな子供やRPG慣れしていない人にも楽しめる。
    新作ゲームクロスレビュー (28 October to 3 November), Final Fantasy IV Easy Type · archived copy ↗
    RPG慣れしている人は、物足りなさとうるささを感じるかも。
    same review, same reviewer · archived copy ↗
    オープニングでカインが遊び方の説明をするのは、ファンとしてはちょっと興ざめ。 … 元のバージョンでどうしても進めなくなってしまった人や、純粋にストーリーを追ってみたい人向け。 … 小学生にも解けます。
    same review, another reviewer · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  42. ^Producer Tomoya Asano said in 2007, in Xcomp's English translation of the Famitsu interview, that Matrix, the developer of the Nintendo DS Final Fantasy III, would make the remake, with Tokita directing and Hiroyuki Itou supervising the battle system.InterviewFamitsu, FFIV DS interviewrevised
    How we know
    Yes. Matrix, the company who developed the DS version of FFIII will be working on it. They have been with us since Dragon Quest V's remake. As for staff from our own company we have Mr. Tokita as the director and Hiroyuki Itou, who's helped with the Final Fantasy series' battle system designs, supervising the battle system side of things.
    Asano, on the development team · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-23.

    In the claim ledger

  43. ^ abcSquare Enix's Japanese site lists the game's later versions, among them a PlayStation port on 21 March 1997, which added CG movies to the opening and ending; a WonderSwan Color version on 28 March 2002, with all the graphics redrawn; a full remake for the Nintendo DS on 20 December 2007, by the staff of the DS Final Fantasy III and the original staff; and the Pixel Remaster for Windows and smartphones on 9 September 2021.PublisherSquare Enix, FFIV official page · Famitsu, FFIV 35th anniversary
    How we know
    1997/03/21
    game.json, game_model entry for プレイステーション · archived copy ↗
    2002/03/28
    game.json, game_model entry for ワンダースワン · archived copy ↗
    2007/12/20
    game.json, game_model entry for ニンテンドーDS / ニンテンドーDSi · archived copy ↗
    2021/09/09
    game.json, game_model entries for Windows, iOS, and Android (ピクセルリマスター) · archived copy ↗
    新たにオープニングとエンディングにCGムービーを追加挿入しました。
    game.json, detail_content, PlayStation section · archived copy ↗
    WSC版では全てのグラフィックをより緻密に描き直し
    game.json, detail_content, WonderSwan Color section · archived copy ↗
    DS版『FFIII』の開発スタッフ+オリジナルスタッフによるフルリメイク。
    game.json, detail_content, Nintendo DS section · archived copy ↗
    『FFIV』が2021年9月9日
    footnote to the Pixel Remaster paragraph · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  44. ^Famitsu calls the 2007 Nintendo DS remake harder than the original.WebFamitsu, FFIV 35th anniversary
    How we know
    本当に難しかったのは2007年に発売されたニンテンドーDS版。
    difficulty paragraph · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  45. ^A sequel for mobile phones, Final Fantasy IV: The After Years, came out in 2009, following Theodor, the son of Cecil and Rosa.WebFamitsu, FFIV 35th anniversary
    How we know
    2009年には携帯アプリで … 主人公のセシルとヒロインのローザの息子であるセオドアを中心に新たな物語が展開されてました。
    sequel paragraph · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

Sources

Code

Primary

  • Co., Nintendo and Ltd. 2009. “VC ファイナルファンタジーIV (Wii Virtual Console product page).” Nintendo Wii Virtual Console, VC ファイナルファンタジーIV, game introduction page. Nintendo Co., Ltd. original · archived · licence, all uses
  • Co., Square Enix and Ltd. 2025. “ファイナルファンタジーIV (Square Enix official game page, game.json).” SQUARE ENIX official game detail page for Final Fantasy IV, data file game.json. Square Enix Co., Ltd. original · archived · licence, all uses
  • America, Nintendo of. n.d. “Super NES Games (Nintendo of America release list).” Nintendo of America. original · archived · licence, all uses
  • Hironobu, Sakaguchi, and Coxon, Sachi. 1998. “Interview with Hironobu Sakaguchi (Shūkan Famitsu, 5 June 1998).” Shūkan Famitsu, 5 June 1998; English translation hosted at playstationjapan.tripod.com. ASCII Corporation. original · archived · licence, all uses
  • Hironobu, Sakaguchi,, Shibuya, Kazuko, Kitase, Yoshinori, and Nova Crystallis. 2023. “Final Fantasy 35th Anniversary Special Interview (Part 2 of 2 Transcription).” Nova Crystallis; a transcription of Square Enix's video interview released in 2023. Nova Crystallis. original · archived · licence, all uses
  • Tomoya, Asano,, Tokita, Takashi, and Xcomp (translator). 2007. “Famitsu's Final Fantasy IV DS Interview (Tomoya Asano and Takashi Tokita).” Famitsu, 25 May 2007; English translation by Xcomp at GameBrink, 31 May 2007. Enterbrain. original · archived · licence, all uses
  • Jeremy, Parish, and Tokita, Takashi. 2011. “A Conversation With the Creator of Final Fantasy IV (Takashi Tokita interview).” 1UP.com, A Conversation With the Creator of Final Fantasy IV, page 3 of 5. Ziff Davis. original · archived · licence, all uses
  • Hironobu, Sakaguchi, and Itou, Hiroyuki. 1995. “US 5,390,937: Video game apparatus, method and device for controlling same.” United States patent 5,390,937, filed 16 March 1992, Japanese priority application 3-199828 of 16 July 1991; Google Patents page. Square Co., Ltd. (assignee). original · archived · licence, all uses
  • Nobuo, Uematsu, and Capowski, Rebecca (translator). 1991. “Final Fantasy IV Original Sound Version (PSCN-5014), liner notes by Nobuo Uematsu.” Final Fantasy IV Original Sound Version, liner notes. Square. original · archived · licence, all uses
  • Co., Square Enix and Ltd. 2004. “Titles of game software with worldwide shipments exceeding 1 million copies (as of 31 March 2003).” Square Enix IR explanatory material, p. 27. Square Enix Co., Ltd. original · archived · licence, all uses

Secondary

  • カワチ. 2026. “『FF4』35周年。シリーズおなじみのATBが初搭載された作品。「おれはしょうきにもどった!」など名台詞も豊富【今日は何の日?】.” Famitsu.com, 特集・企画記事. KADOKAWA / Famitsu. original · archived · licence, all uses
  • Electronic Gaming Monthly editors and Hirata, Yusuke. 1994. “Electronic Gaming Monthly, issue 63 (October 1994): Final Fantasy III feature and Square interview.” Electronic Gaming Monthly, issue 63, p. 172. Ziff Davis. original · archived · licence, all uses
  • Nintendo Power editors. 1991. “Nintendo Power, vol. 30 (November 1991): Final Fantasy II feature.” Nintendo Power, vol. 30: editor's column, contents, and the Final Fantasy II feature from p. 24. Nintendo of America. original · archived · licence, all uses
  • staff, Famitsu and Sakaguchi, Hironobu. 2015. “『FF』はどのように世界に広がっていったのか? 坂口博信氏と浜村弘一ファミ通グループ代表が“国際日本ゲーム研究カンファレンス”にて語る.” Famitsu.com, report of the keynote talk at the International Japan Game Studies Conference, Ritsumeikan University, 23 May 2015. KADOKAWA / Famitsu. original · archived · licence, all uses
  • GEIMIN.NET. 2010. “週刊ファミ通クロスレビュー プラチナ殿堂入りソフト一覧 (GEIMIN.NET).” GEIMIN.NET / テレビゲームデータ集, Weekly Famitsu cross-review platinum list. GEIMIN.NET. original · archived · licence, all uses
  • Famicom Tsūshin editors. 1991. “Weekly Famicom Tsūshin, no. 151 (1991-11-08).” Weekly Famicom Tsūshin (週刊ファミコン通信), no. 151, p. 153. ASCII. original · archived · licence, all uses